in another small speedup. Fixed a problem that was masked by that
WAIT_IDLE_EMPTY:
- flush command buffer and WAIT_IDLE_EMPTY before uploading textures
if (nbox > SAVAGE_NR_SAREA_CLIPRECTS)
nbox = SAVAGE_NR_SAREA_CLIPRECTS;
savageDMAFlush (imesa);
- WAIT_IDLE_EMPTY;
if(imesa->IsFullScreen)
{ /* full screen*/
#define ALT_STATUS_WORD0 (* (volatile GLuint *)(imesa->MMIO_BASE+0x48c60))
#define STATUS_WORD0 (* (volatile GLuint *)(imesa->MMIO_BASE+0x48c00))
-#define MAXFIFO_S4 0x1FF00
+#define MAXFIFO_S4 0x7F00
#define MAXFIFO_S3D 0x7F00
static GLboolean savagePagePending_s4( savageContextPtr imesa ) {
savageUpdateTexLRU( imesa, t );
if (t->dirty_images) {
+ FLUSH_BATCH( imesa );
+ WAIT_IDLE_EMPTY;
if (SAVAGE_DEBUG & DEBUG_VERBOSE_LRU)
fprintf(stderr, "*");